/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012, 2013 Guus Sliepen Copyright (C) 2015, 2016 Julie Marchant This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ #include "Starfighter.h" #include #include #include #include Engine engine; void engine_init() { engine.musicVolume = 100; engine.useAudio = 1; engine.maxAliens = 9; engine.ssx = 0; engine.ssy = 0; engine.smx = 0; engine.smy = 0; engine.bulletHead = new object; engine.bulletHead->next = NULL; engine.bulletTail = engine.bulletHead; engine.explosionHead = new object; engine.explosionHead->next = NULL; engine.explosionTail = engine.explosionHead; engine.collectableHead = new collectables; engine.collectableHead->next = NULL; engine.collectableTail = engine.collectableHead; engine.debrisHead = new object; engine.debrisHead->next = NULL; engine.debrisTail = engine.debrisHead; engine.commsSection = 0; for (int i = 0; i < KEY_LAST; i++) engine.keyState[i] = 0; engine.eventTimer = 0; engine.counter2 = 0; engine.timeTaken = 0; engine.timeMission = 0; engine.counter = 0; engine.seconds = 0; engine.minutes = 0; engine.paused = 0; engine.gameSection = SECTION_TITLE; engine.cheat = 0; engine.cheatShield = 0; engine.cheatAmmo = 0; engine.cheatCash = 0; } /* Something went wrong. This stops the game, present the error message and prompts the user to press space or ctrl to exit the game. This is unlikely to be seen by people unless something really stoopid happens! */ void engine_showError(int errorId, const char *name) { screen_clear(black); if (errorId != 2) { screen_renderString("A file error has occurred", -1, 200, FONT_RED); } else { printf("Couldn't create or write to directory '%s'\n", name); exit(1); } char string[255]; switch(errorId) { case 0: sprintf(string, "%s was not found in the Starfighter data package", name); screen_renderString(string, -1, 250, FONT_WHITE); screen_renderString("Please try again. If this error persists, contact the authors", -1, 275, FONT_WHITE); screen_renderString("or reinstall the game", -1, 300, FONT_WHITE); break; case 1: screen_renderString("Project: Starfighter encountered an error whilst", -1, 250, FONT_WHITE); screen_renderString("attempting to load game data. Please try running", -1, 275, FONT_WHITE); screen_renderString("the game again. If the errors persist, reinstall the game", -1, 300, FONT_WHITE); break; case 2: screen_renderString("Project: Starfighter encountered a critical error", -1, 250, FONT_WHITE); screen_renderString("while attempting to perform a required program function.", -1, 275, FONT_WHITE); screen_renderString("Please contact the authors with details.", -1, 300, FONT_WHITE); break; } screen_renderString("Project: Starfighter will now exit", -1, 450, FONT_WHITE); screen_renderString("Press Space to continue", -1, 475, FONT_WHITE); renderer_update(); engine.keyState[KEY_ALTFIRE] = 0; while (!engine.keyState[KEY_ALTFIRE]) { getPlayerInput(); game_delayFrame(); } exit(1); } /* This gets the user's home directory, then creates the config directory. */ void engine_setupConfigDirectory() { const char *userHome; if ((userHome = getenv("HOME")) == NULL) userHome = getpwuid(getuid())->pw_dir; char dir[PATH_MAX]; strcpy(dir, ""); sprintf(dir, "%s/.config", userHome); if ((mkdir(dir, S_IRWXU|S_IRWXG|S_IROTH|S_IXOTH) != 0) && (errno != EEXIST)) engine_showError(2, dir); sprintf(dir, "%s/.config/starfighter", userHome); if ((mkdir(dir, S_IRWXU|S_IRWXG|S_IROTH|S_IXOTH) != 0) && (errno != EEXIST)) engine_showError(2, dir); sprintf(engine.configDirectory, "%s/.config/starfighter/", userHome); } /* This sets up the video and sound system, and creates Starfighter's window. */ void engine_setMode() { strcpy(engine.configDirectory, ""); engine_setupConfigDirectory(); /* Initialize the SDL library */ if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_JOYSTICK) < 0) { printf("Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } char filename[PATH_MAX]; int fullScreen = 0; int useSound = 1; int useMusic = 1; int autoPause = 0; FILE *fp; sprintf(filename, "%sconf", engine.configDirectory); fp = fopen(filename, "rb"); if (fp != NULL) { if (fscanf(fp, "%d %d %d %d", &fullScreen, &useSound, &useMusic, &autoPause) < 4) printf("Warning: Config file \"%s\" is not correctly formatted\n", filename); fclose(fp); } engine.fullScreen = fullScreen; engine.useSound = useSound; engine.useMusic = useMusic; engine.autoPause = autoPause; screen = SDL_CreateRGBSurface(0, screenWidth, screenHeight, 32, 0xff0000, 0xff00, 0xff, 0xff000000); if (!screen) { printf("Couldn't create %ix%ix32 surface: %s\n", screenWidth, screenHeight, SDL_GetError()); exit(1); } window = SDL_CreateWindow("Project: Starfighter", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screen->w, screen->h, 0); if (window == NULL) { printf("Could not create window: %s\n", SDL_GetError()); exit(1); } SDL_SetWindowIcon(window, gfx_loadImage("gfx/alienDevice.png")); SDL_SetWindowFullscreen(window, engine.fullScreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0); renderer = SDL_CreateRenderer(window, -1, 0); if (!renderer) { printf("Could not create renderer: %s\n", SDL_GetError()); exit(1); } SDL_RenderSetLogicalSize(renderer, screen->w, screen->h); renderer_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen->w, screen->h); if (!renderer_texture) { printf("Couldn't create %ix%ix32 texture: %s\n", screen->w, screen->h, SDL_GetError()); exit(1); } if (engine.useAudio) { if (Mix_OpenAudio(44100, AUDIO_S16, engine.useAudio * 2, 1024) < 0) { printf("Warning: Couldn't set 44100 Hz 16-bit stereo audio - Reason:\n%s\n", Mix_GetError()); printf("Sound and Music will be disabled\n"); engine.useAudio = 0; } } SDL_ShowCursor(SDL_DISABLE); SDL_EventState(SDL_MOUSEMOTION, SDL_DISABLE); SDL_JoystickEventState(SDL_ENABLE); SDL_JoystickOpen(0); } /* Removes [hopefully] all the resources that has been loaded and created during the game. This is called by atexit(); */ void engine_cleanup() { gfx_free(); SDL_FreeSurface(gfx_background); audio_free(); resetLists(); delete(engine.bulletHead); delete(engine.explosionHead); delete(engine.collectableHead); delete(screen_bufferHead); for (int i = 0 ; i < FONT_MAX ; i++) { if (gfx_fontSprites[i] != NULL) SDL_FreeSurface(gfx_fontSprites[i]); } char filename[PATH_MAX]; strcpy(filename, ""); sprintf(filename, "%smusic.mod", engine.configDirectory); remove(filename); sprintf(filename, "%smusic.s3m", engine.configDirectory); remove(filename); if (engine.useAudio) { Mix_CloseAudio(); } // Save the config using current settings FILE *fp; sprintf(filename, "%sconf", engine.configDirectory); fp = fopen(filename, "wb"); if (fp != NULL) { fprintf(fp, "%d %d %d %d\n", engine.fullScreen, engine.useSound, engine.useMusic, engine.autoPause); fclose(fp); } else { printf("Error saving config\n"); } SDL_Quit(); printf("Thank You for playing Starfighter\n"); }